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Bridging the cognitive gap between how the game rules work and what they tell us about the setting
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9274141" data-attributes="member: 82106"><p>You have not even touched on the worst problems, which were the stripping away of almost all limitations and consequences of spell casting and putting in place a concentration system that was so easily gameable that it basically didn't exist. At the same time saves for fighters were tanked completely at higher levels, leaving them useless in an environment where spell casting and spell-like powers prevail. That's on top of the 'full round attack' fiasco which almost entirely strips them of either most of their damage output, or all their mobility, making each round a choice between bad and worse. </p><p></p><p>As you say, they assumed everyone just played as if it was 2e. My assumptions would be that the 3e playtest was a 'friends and family' kind of thing, and it wasn't carried much beyond 6th level in any consistent way. Then some rules were probably tacked on at the very end with a kind of assumption that they wouldn't have much impact. It works, and if your players are 'well behaved' it works OK, but the GM will have to crush anyone who really tries hard, or else let the game get super gonzo.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9274141, member: 82106"] You have not even touched on the worst problems, which were the stripping away of almost all limitations and consequences of spell casting and putting in place a concentration system that was so easily gameable that it basically didn't exist. At the same time saves for fighters were tanked completely at higher levels, leaving them useless in an environment where spell casting and spell-like powers prevail. That's on top of the 'full round attack' fiasco which almost entirely strips them of either most of their damage output, or all their mobility, making each round a choice between bad and worse. As you say, they assumed everyone just played as if it was 2e. My assumptions would be that the 3e playtest was a 'friends and family' kind of thing, and it wasn't carried much beyond 6th level in any consistent way. Then some rules were probably tacked on at the very end with a kind of assumption that they wouldn't have much impact. It works, and if your players are 'well behaved' it works OK, but the GM will have to crush anyone who really tries hard, or else let the game get super gonzo. [/QUOTE]
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Bridging the cognitive gap between how the game rules work and what they tell us about the setting
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